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November 24, 2014
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November 24, 2014
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20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

Envisioning Our Interactive Audio Future 6
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Audio, Design, Programming, Production, Art, Console/PC, Indie

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Audio, Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet, Exclusive

Video: Crafting the sound of Grand Theft Auto V 1
by Staff [11.12.14]
Rockstar's Alastair MacGregor offers fascinating insight into the audio design of Grand Theft Auto V, one of the most high-profile and heavily-produced games of 2013, in this GDC talk.
Audio, Production, Console/PC, Video, Vault

Producing winning videogame theme songs  
by Matthew Myers [11.18.14]
A "how to" piece on making video game theme songs with vocals based on my experiences doing a number of these project to date. The article also features work-in-progress production materials which ordinarily I would not share with the public.
Audio, Console/PC, Indie, Smartphone/Tablet

What are game developers thinking?  
by Leonid Kovalenko [11.18.14]
Everybody wants to make a good game. What our mind tells us? A bunch of questions. Not much of them we need in order to act.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The Musical Box #19: Chiptuned Michael Jackson  
by Marcelo Martins [11.17.14]
The Musical Box features 30 articles focusing on game music production and implementation. Edition #19: Michael Jackson's Moonwalker
Audio, Console/PC

Kickstarter: The paradox of asking for money, when what you get is free  
by Kasper Hviid [11.17.14]
This blogpost sets out to see the depths of the paradox of asking backers on Kickstarer to donate to something, that is ultimately going to be free when funded.
Audio, Business/Marketing, Indie, Social/Online

Everybody is stupid in some respect, and that's why game audio sucks 38
by Matthew Bentley [11.11.14]
A rundown of why game audio is 3 decades behind film and how to improve it.
Audio, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Insomniac Games — Burbank, California, United States
Audio Designer - Mid to Senior Level
Audio Designer - Mid to Senior Level Opening at Insomniac Games!

Harmonix Music Systems — Cambridge, Massachusetts, United States
Leverage your expert knowledge of shaders, particle systems and game engines to bring environments and characters to life

Harmonix Music Systems — Cambridge, Massachusetts, United States
Harmonix game menu systems are rich graphic experiences employing cutting-edge motion graphics, typography, illustration, 3D animation, lighting and special effects. The role of a UI artist doesn't stop at the menu system; it also influences the over-arching art direction of a game including box art, promotional materials, TV commercials and beyond.

Rensselaer Polytechnic Institute — Troy, New York, United States
Assistant Professor in Music and Media